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Ryanide

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Messages by Ryanide

    

Re: Narayan Maxime W.I.P. (Original Character)

 July 27, 2008, 03:35:54 pm View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

    

Re: Narayan Maxime W.I.P. (Original Character)

 July 27, 2008, 03:06:15 pm View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

Hai guys.

So after a long break from Mugen I am once again ready to continue this project.

2008 has lead to a sudden surge of fighters. SSBB, Tatsunuko vs Capcom, Soul Calibur IV, Monster, Blazblue and more!

And it makes me very happy to see a few videos of my little creation on Youtube. ^_^

This has made me aware that he seems to have an aerial infinite though. D: That is going to be fixed. Yup.

I'm going to give him a little boost in power. :) I realise that his range for combo starters is generally quite poor and he has limited approach options.

I'm working on his first helper: Maria strike. This attack will function as a ground based projectile of sorts and allow for trapping and rushdown tactics.

Maria will run from behind Maxime brandishing a frying pan. She'll keep running until she hits the opponent and trips over them, is attacked, or the player tells her to attack with her frying pan.

Problem is, I don't know how to code this special. Any suggestions?
    

Re: Narayan Maxime W.I.P. (Original Character)

 April 08, 2008, 06:10:55 am View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

This project isn't dead, I'm just taking a break from Mugen to work on my animations and pictures more.

Just letting you all know...
    

Re: Narayan Maxime Final Alpha (one more to Beta!)

 January 24, 2008, 02:34:37 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Ehehe...guys, I'm not giving him moves that are ripped from other characters and I'm not going to be increasing his attack power. He already gains special extremily fast at this stage. I'm trying to make a balanced yet unorthodox original character here.
    

Re: Showing 1 sprite of my private project...

 January 16, 2008, 05:20:36 am View in topic context
 Posted by Ryanide  in Showing 1 sprite of my private project... (Started by quic22 January 13, 2008, 05:04:33 am
 Board: Graphics

Go join an art website like deviantart. You'll improve drastically, but let me tell you that the attitude of "I think the way I draw is fabulous" isn't going to cut it, even on the very lax DA, where nobody complains.

Style is something that's difficult to grasp. Some people have the most detailed styles ever and their artworks can't compare to a person who has a more appealing style that's much simpler. It takes practice, dedication and the ability to use what's given to you via feedback.
    

Re: Showing 1 sprite of my private project...

 January 16, 2008, 05:12:44 am View in topic context
 Posted by Ryanide  in Showing 1 sprite of my private project... (Started by quic22 January 13, 2008, 05:04:33 am
 Board: Graphics

Hmph. Have you never heard of fanart before? Usually when somebody draws your character, let alone on their own accord, you should be grateful about it. I wasted about an hour of my time making that sprite to give you an example of how you should be making your characters for MUGEN.

Well if you're going to just give up like that, then go ahead. You'll never get anywhere if you don't listen to what people have to offer.
    

Re: Narayan Maxime Final Alpha (one more to Beta!)

 January 16, 2008, 02:41:56 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Hmm, this is really interesting, but I'm doing most of Maxime's animations in frame-by-frame, so I have no need for this.

But if you can give me a good example of where it could be put to use, I'd certainly consider it.
    

Re: Narayan Maxime Final Alpha (one more to Beta!)

 January 16, 2008, 01:46:22 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Mc Tween or Tweener?

Please explain. If it has anything to do with tweening in Flash, then I've used that for a few of his animations.
    

Re: Showing 1 sprite of my private project...

 January 16, 2008, 01:40:29 am View in topic context
 Posted by Ryanide  in Showing 1 sprite of my private project... (Started by quic22 January 13, 2008, 05:04:33 am
 Board: Graphics

Well the main thing I would say that mr. quic22 needs to work on to improve his drawing skills would be anatomy.

Aside from that, I like his sense of character design. Big boobs and wrinkles aside, this character is pretty cool I must say. She reminds me of your classic ninja heroine type, you know the kind that goes up against all the male ninjas and beats them and brings glory to the clan/defeats the demon overlord/seeks revenge for lost love kind of thing.

I get the feeling that this character is supposed to be "hyper" which is the style of exaggerating the breasts or manly bits of a character. Some people like that kind of thing, but it's considered a "weird" fetish along the lines of shota or furry. (and when you've seen hyper furry shota, you wish you would have been born without eyes).

All in all, the main points for TC to consider here are:

1. don't be so detailed with the artwork. Try to go for a more simplistic approach. for female characters, don't try to put too much detail into muscle build. Keep the detail to their clothes. Digital Cel-shading techniques are your friend here.

2. Try to make her more anatomically correct. Less skinny, natural sized breasts, and a better ratio between the legs and the head (head-to-body proportion)

3. Consider a different medium for this character, like MSpaint or Macromedia Flash (which is what I used to make that sprite.)

It's nice that you want to make her seem like an unfinished drawing, but if you continue down the path you're going now, this character will be a huge favorite of retarded character video makers, grasshoppa.
    

Re: RELEASE: Original Character - BLOODTIDE FINISHED (100%)

 January 15, 2008, 09:17:33 am View in topic context
 Posted by Ryanide  in Old Release Threads (Started by Sean Altly December 14, 2007, 10:38:51 am
 Board: S.H.A.D.E.s of Manhattan

Dude, how do you make these characters so fast? That's really impressive.
    

Re: Democracy Thread

 January 15, 2008, 09:15:33 am View in topic context
 Posted by Ryanide  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

I can definately say that Laxxie's star is purple.

However, there are other stars on here that are blue. :/

What do they mean, anyway?
    

Re: Showing 1 sprite of my private project...

 January 15, 2008, 09:12:14 am View in topic context
 Posted by Ryanide  in Showing 1 sprite of my private project... (Started by quic22 January 13, 2008, 05:04:33 am
 Board: Graphics

    

Re: Showing 1 sprite of my private project...

 January 15, 2008, 09:02:12 am View in topic context
 Posted by Ryanide  in Showing 1 sprite of my private project... (Started by quic22 January 13, 2008, 05:04:33 am
 Board: Graphics

I have a suggestion:


(got some jutsu?)
    

Re: Narayan Maxime Final Alpha (one more to Beta!)

 January 15, 2008, 03:50:08 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Improved. Suggestions.....

More frames in hold animation(the one you take damage)
A losing pose at end of round.
More low kicks and low moves.
More Sparks.......  ;D


No bugs to report so far.


What do you mean by "hold" animation? You mean from his grab? Because I don't want him to be able to combo from that move, it's just to give him frame advantage. If you can combo from that grab it becomes kind of cheap given that it's main purpose is just a weak unblockable attack to throw guarding opponents off balance.

Losing pose and stuff will be added for the beta, but they're not too important right now.

More low attacks? Hmm...I'll consider it, although he has about the same number of low attacks as your average Eternal Fighter Zero character. I do have one more low attack that I plan to give him though, it'll be his running kick move.

Sparks will be made for the beta, since they're not so important right now.

Thanks for your suggestions!
    

Re: Showing 1 sprite of my private project...

 January 14, 2008, 05:48:46 am View in topic context
 Posted by Ryanide  in Showing 1 sprite of my private project... (Started by quic22 January 13, 2008, 05:04:33 am
 Board: Graphics

Sorry, but ewwwwww....

EUUWWWWWWWw.

But seriously, if you want to make sprites you won't be able to do hand drawn like this. You should be using Flash, MSPaint or Photoshop to draw your sprites.

Individually scanning in every frame of the animation will be very time consuming and hard.

Also, ewwwwww...
    

Re: Narayan Maxime W.I.P. (Original Character)

 January 14, 2008, 04:27:43 am View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

He doesnt need to take damage from it, he could even get an extra hit out of it( his falling burning body) it would be a variation attack like those special moves that come out one out of eight times on evil Ken.

Honestly though, the animation for this attack doesn't leave any room for him getting blown up as well. XD But I do like the idea of having some variables in some of his other moves. Perhaps I can have his helpers occasionally misbehave when I get around to making them.
    

Re: Narayan Maxime Final Alpha (one more to Beta!)

 January 14, 2008, 04:24:56 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Wow, why didnt I see this before O_O I saw the gameplay video and Maxime looks slick. I'll check 'em out when the beta is released, but so far I like the style a lot. Did you use flash to make the animations for the character or a different program?  Sorry if this has been answered but I havent been able to read the whole topic yet D:

Yes the animations are made in Flash.

That video is pretty outdated by the way, his playing style is a lot stronger now. I'm just trying to find a good recording program to make a second vid, lol.
    

Re: Narayan Maxime W.I.P. (Original Character)

 January 14, 2008, 03:27:52 am View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

Sugestion, have a random variable that might make him blow up with his own attack.
(Depending on how its animated ofc) the dinamite might not blow up and he goes closer to check it, being surprised by the delayed blast.

Nah, he's safe when the dynamite explodes. I don't want to give away the attack because I want it to be a surprise, but he's too physically weak for me to afford to give him sabotage attacks like that. XD Unless I give him an attack that's similar to UNKOWN's falling barrel or something.
    

Re: Narayan Maxime W.I.P. (Original Character)

 January 14, 2008, 03:21:10 am View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

Lol, not quite. Falcon punch goes horizontal. ;)
    

Re: Narayan Maxime W.I.P. (Original Character)

 January 13, 2008, 08:02:55 am View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

Style is something that should transcend intended meaning of any kind of media. I consider the Klonoa games to be a lot more "serious" or "mature" in that aspect compared to something like GTA (or most other games made by Rockstar for that matter). The fact that Klonoa's characters are perfect for their roles and use the valuable conventions of anthropomorphism to it's best is what makes it such a great series. The storylines, while seemingly childish on the exterior, are in general quite deep for those who want to perceive it as such.

While I do intend to make Maxime a comedy character, I don't see any reason to make a "serious" fighter just for the sake of it. A "serious" fighter won't be any worse or any better than a funny one with actual personality. It's about gameplay over all else, I just don't find anything appealing about overly "serious" characters. They don't grab my attention unless they've got some kind of interesting character design (like Guilty Gear's cast).

As for the next hyper, it's going to be a challenge for me, since it involves an animated sequence and a bunch of things happening on the screen. One thing I'm sure about though is that it involves a load of dynamite and a very hard punch.